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Merge branch 'master' into terencehill/tooltips_cleanup
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / triggers / func / breakable.qc
1 #ifdef SVQC
2
3 #include "../../../server/g_subs.qh"
4 #include "../../../server/g_damage.qh"
5 #include "../../../server/bot/bot.qh"
6 #include "../../../common/csqcmodel_settings.qh"
7 #include "../../../lib/csqcmodel/sv_model.qh"
8 #include "../../../server/weapons/common.qh"
9
10 .entity sprite;
11
12 .float dmg;
13 .float dmg_edge;
14 .float dmg_radius;
15 .float dmg_force;
16 .float debrismovetype;
17 .float debrissolid;
18 .vector debrisvelocity;
19 .vector debrisvelocityjitter;
20 .vector debrisavelocityjitter;
21 .float debristime;
22 .float debristimejitter;
23 .float debrisfadetime;
24 .float debrisdamageforcescale;
25 .float debrisskin;
26
27 .string mdl_dead; // or "" to hide when broken
28 .string debris; // space separated list of debris models
29 // other fields:
30 //   mdl = particle effect name
31 //   count = particle effect multiplier
32 //   targetname = target to trigger to unbreak the model
33 //   target = targets to trigger when broken
34 //   health = amount of damage it can take
35 //   spawnflags:
36 //     1 = start disabled (needs to be triggered to activate)
37 //     2 = indicate damage
38 //     4 = don't take direct damage (needs to be triggered to 'explode', then triggered again to restore)
39 // notes:
40 //   for mdl_dead to work, origin must be set (using a common/origin brush).
41 //   Otherwise mdl_dead will be displayed at the map origin, and nobody would
42 //   want that!
43
44 void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
45
46 //
47 // func_breakable
48 // - basically func_assault_destructible for general gameplay use
49 //
50 void LaunchDebris (string debrisname, vector force)
51 {SELFPARAM();
52         entity dbr = spawn();
53         setorigin(dbr, self.absmin
54                    + '1 0 0' * random() * (self.absmax.x - self.absmin.x)
55                    + '0 1 0' * random() * (self.absmax.y - self.absmin.y)
56                    + '0 0 1' * random() * (self.absmax.z - self.absmin.z));
57         _setmodel (dbr, debrisname );
58         dbr.skin = self.debrisskin;
59         dbr.colormap = self.colormap; // inherit team colors
60         dbr.owner = self; // do not be affected by our own explosion
61         dbr.movetype = self.debrismovetype;
62         dbr.solid = self.debrissolid;
63         if(dbr.solid != SOLID_BSP) // SOLID_BSP has exact collision, MAYBE this works? TODO check this out
64                 setsize(dbr, '0 0 0', '0 0 0'); // needed for performance, until engine can deal better with it
65         dbr.velocity_x = self.debrisvelocity.x + self.debrisvelocityjitter.x * crandom();
66         dbr.velocity_y = self.debrisvelocity.y + self.debrisvelocityjitter.y * crandom();
67         dbr.velocity_z = self.debrisvelocity.z + self.debrisvelocityjitter.z * crandom();
68         self.velocity = self.velocity + force * self.debrisdamageforcescale;
69         dbr.avelocity_x = random()*self.debrisavelocityjitter.x;
70         dbr.avelocity_y = random()*self.debrisavelocityjitter.y;
71         dbr.avelocity_z = random()*self.debrisavelocityjitter.z;
72         dbr.damageforcescale = self.debrisdamageforcescale;
73         if(dbr.damageforcescale)
74                 dbr.takedamage = DAMAGE_YES;
75         SUB_SetFade(dbr, time + self.debristime + crandom() * self.debristimejitter, self.debrisfadetime);
76 }
77
78 void func_breakable_colormod()
79 {SELFPARAM();
80         float h;
81         if (!(self.spawnflags & 2))
82                 return;
83         h = self.health / self.max_health;
84         if(h < 0.25)
85                 self.colormod = '1 0 0';
86         else if(h <= 0.75)
87                 self.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
88         else
89                 self.colormod = '1 1 1';
90
91         CSQCMODEL_AUTOUPDATE(self);
92 }
93
94 void func_breakable_look_destroyed()
95 {SELFPARAM();
96         float floorZ;
97
98         if(self.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first
99                 self.dropped_origin = self.origin;
100
101         if(self.mdl_dead == "")
102                 self.effects |= EF_NODRAW;
103         else {
104                 if (self.origin == '0 0 0')     {       // probably no origin brush, so don't spawn in the middle of the map..
105                         floorZ = self.absmin.z;
106                         setorigin(self,((self.absmax+self.absmin)*.5));
107                         self.origin_z = floorZ;
108                 }
109                 _setmodel(self, self.mdl_dead);
110                 self.effects &= ~EF_NODRAW;
111         }
112
113         CSQCMODEL_AUTOUPDATE(self);
114
115         self.solid = SOLID_NOT;
116 }
117
118 void func_breakable_look_restore()
119 {SELFPARAM();
120         _setmodel(self, self.mdl);
121         self.effects &= ~EF_NODRAW;
122
123         if(self.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow
124                 setorigin(self, self.dropped_origin);
125
126         CSQCMODEL_AUTOUPDATE(self);
127
128         self.solid = SOLID_BSP;
129 }
130
131 void func_breakable_behave_destroyed()
132 {SELFPARAM();
133         self.health = self.max_health;
134         self.takedamage = DAMAGE_NO;
135         self.bot_attack = false;
136         self.event_damage = func_null;
137         self.state = 1;
138         if(self.spawnflags & 4)
139                 self.use = func_null;
140         func_breakable_colormod();
141         if (self.noise1)
142                 stopsound (self, CH_TRIGGER_SINGLE);
143 }
144
145 void func_breakable_behave_restore()
146 {SELFPARAM();
147         self.health = self.max_health;
148         if(self.sprite)
149         {
150                 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
151                 WaypointSprite_UpdateHealth(self.sprite, self.health);
152         }
153         if(!(self.spawnflags & 4))
154         {
155                 self.takedamage = DAMAGE_AIM;
156                 self.bot_attack = true;
157                 self.event_damage = func_breakable_damage;
158         }
159         self.state = 0;
160         self.nextthink = 0; // cancel auto respawn
161         func_breakable_colormod();
162         if (self.noise1)
163                 _sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
164 }
165
166 void func_breakable_init_for_player(entity player)
167 {SELFPARAM();
168         if (self.noise1 && self.state == 0 && clienttype(player) == CLIENTTYPE_REAL)
169         {
170                 msg_entity = player;
171                 soundto (MSG_ONE, self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
172         }
173 }
174
175 void func_breakable_destroyed()
176 {SELFPARAM();
177         func_breakable_look_destroyed();
178         func_breakable_behave_destroyed();
179
180         CSQCMODEL_AUTOUPDATE(self);
181 }
182
183 void func_breakable_restore()
184 {SELFPARAM();
185         func_breakable_look_restore();
186         func_breakable_behave_restore();
187
188         CSQCMODEL_AUTOUPDATE(self);
189 }
190
191 vector debrisforce; // global, set before calling this
192 void func_breakable_destroy()
193 {SELFPARAM();
194         float n, i;
195         string oldmsg;
196
197         activator = self.owner;
198         self.owner = world; // set by W_PrepareExplosionByDamage
199
200         // now throw around the debris
201         n = tokenize_console(self.debris);
202         for(i = 0; i < n; ++i)
203                 LaunchDebris(argv(i), debrisforce);
204
205         func_breakable_destroyed();
206
207         if(self.noise)
208                 _sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
209
210         if(self.dmg)
211                 RadiusDamage(self, activator, self.dmg, self.dmg_edge, self.dmg_radius, self, world, self.dmg_force, DEATH_HURTTRIGGER.m_id, world);
212
213         if(self.cnt) // TODO
214                 pointparticles(self.cnt, self.absmin * 0.5 + self.absmax * 0.5, '0 0 0', self.count);
215
216         if(self.respawntime)
217         {
218                 self.think = func_breakable_restore;
219                 self.nextthink = time + self.respawntime + crandom() * self.respawntimejitter;
220         }
221
222         oldmsg = self.message;
223         self.message = "";
224         SUB_UseTargets();
225         self.message = oldmsg;
226 }
227
228 void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
229 {SELFPARAM();
230         if(self.state == 1)
231                 return;
232         if(self.spawnflags & DOOR_NOSPLASH)
233                 if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))
234                         return;
235         if(self.team)
236                 if(attacker.team == self.team)
237                         return;
238         self.pain_finished = time;
239         self.health = self.health - damage;
240         if(self.sprite)
241         {
242                 WaypointSprite_Ping(self.sprite);
243                 WaypointSprite_UpdateHealth(self.sprite, self.health);
244         }
245         func_breakable_colormod();
246
247         if(self.health <= 0)
248         {
249                 debrisforce = force;
250                 W_PrepareExplosionByDamage(attacker, func_breakable_destroy);
251         }
252 }
253
254 void func_breakable_reset()
255 {SELFPARAM();
256         self.team = self.team_saved;
257         func_breakable_look_restore();
258         if(self.spawnflags & 1)
259                 func_breakable_behave_destroyed();
260         else
261                 func_breakable_behave_restore();
262
263         CSQCMODEL_AUTOUPDATE(self);
264 }
265
266 // destructible walls that can be used to trigger target_objective_decrease
267 spawnfunc(func_breakable)
268 {
269         float n, i;
270         if(!self.health)
271                 self.health = 100;
272         self.max_health = self.health;
273
274         // yes, I know, MOVETYPE_NONE is not available here, not that one would want it here anyway
275         if(!self.debrismovetype) self.debrismovetype = MOVETYPE_BOUNCE;
276         if(!self.debrissolid) self.debrissolid = SOLID_NOT;
277         if(self.debrisvelocity == '0 0 0') self.debrisvelocity = '0 0 140';
278         if(self.debrisvelocityjitter == '0 0 0') self.debrisvelocityjitter = '70 70 70';
279         if(self.debrisavelocityjitter == '0 0 0') self.debrisavelocityjitter = '600 600 600';
280         if(!self.debristime) self.debristime = 3.5;
281         if(!self.debristimejitter) self.debristime = 2.5;
282
283         if(self.mdl != "")
284                 self.cnt = _particleeffectnum(self.mdl);
285         if(self.count == 0)
286                 self.count = 1;
287
288         if(self.message == "")
289                 self.message = "got too close to an explosion";
290         if(self.message2 == "")
291                 self.message2 = "was pushed into an explosion by";
292         if(!self.dmg_radius)
293                 self.dmg_radius = 150;
294         if(!self.dmg_force)
295                 self.dmg_force = 200;
296
297         self.mdl = self.model;
298         SetBrushEntityModel();
299
300         if(self.spawnflags & 4)
301                 self.use = func_breakable_destroy;
302         else
303                 self.use = func_breakable_restore;
304
305         if(self.spawnflags & 4)
306         {
307                 self.takedamage = DAMAGE_NO;
308                 self.event_damage = func_null;
309                 self.bot_attack = false;
310         }
311
312         // precache all the models
313         if (self.mdl_dead)
314                 precache_model(self.mdl_dead);
315         n = tokenize_console(self.debris);
316         for(i = 0; i < n; ++i)
317                 precache_model(argv(i));
318         if(self.noise)
319                 precache_sound(self.noise);
320         if(self.noise1)
321                 precache_sound(self.noise1);
322
323         self.team_saved = self.team;
324         self.dropped_origin = self.origin;
325
326         self.reset = func_breakable_reset;
327         func_breakable_reset();
328
329         self.init_for_player_needed = 1;
330         self.init_for_player = func_breakable_init_for_player;
331
332         CSQCMODEL_AUTOINIT(self);
333 }
334
335 // for use in maps with a "model" key set
336 spawnfunc(misc_breakablemodel) {
337         spawnfunc_func_breakable(this);
338 }
339 #endif